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Dayae Yang; Theodore J. Kopcha – International Journal of Designs for Learning, 2022
Computer programming has become an essential part of K12 education, promoted as a way for students to engage in computational thinking that helps develop students' ability to analyze and solve problems and prepare them for future careers. Tabletop board games are seen as an effective means to help students learn computer programming. Several board…
Descriptors: Educational Games, Design, Programming, Computer Science Education
Jessica Herring Watson; Jackie Gish-Lieberman – International Journal of Designs for Learning, 2024
This design case describes the thought processes associated with redesigning an educational technology course for undergraduate preservice teachers from a 15-week hybrid course to a 5-week online course. The redesign is part of a push to create more flexible courses for working and rural students to remain competitive despite multiple alternative…
Descriptors: Undergraduate Study, Educational Technology, Computer Science Education, Curriculum Design
Rani Van Schoors; Sohum M. Bhatt; Jan Elen; Annelies Raes; Wim Van den Noortgate; Fien Depaepe – International Journal of Designs for Learning, 2024
Due to swift technological changes in society, programming tasks are proliferating in formal and informal education around the globe. However, challenges arise regarding the acquisition of programming skills. Many students are unequipped to develop programming skills due to limited instruction or background and therefore feel insecure when…
Descriptors: Secondary School Students, Grade 1, Individualized Instruction, Electronic Learning
Minji Jeon; Kathleen Jantaraweragul; Anne Ottenbreit-Leftwich; Cindy Hmelo-Silver; Krista Glazewski; Bradford Mott; James Lester; Cathy Ringstaff – International Journal of Designs for Learning, 2024
The PrimaryAI project focuses on developing an upper elementary integrated curriculum that covers life science, artificial intelligence (AI), and computer science concepts. The PrimaryAI curriculum uses both problem-based learning (PBL) and game-based learning (GBL) to engage students and situates the curriculum in a real-world context. The…
Descriptors: Inquiry, Artificial Intelligence, Technology Uses in Education, Elementary School Students
Janine J. Darragh; Gina Mikel Petrie; Stan Pichinevskiy – International Journal of Designs for Learning, 2021
Educative Curriculum Materials (ECMs) are teaching materials that have the dual function of providing learning activities to students and providing professional development to the teachers that use them. Answering a call for professional development opportunities, and with input from English teachers in rural Nicaraguan schools, the designers…
Descriptors: Computer Software, Second Language Learning, Second Language Instruction, English (Second Language)